Post Ssao Blur Default
(post_SSAO_blur:default, 0x6d5d8f89b407dc6e)
This template is referenced 1 time by post_SSAO_blur.
Technique ambient
Render States
More info can be found on the Direct3D Docs
enum D3DRENDERSTATETYPE {
    D3DRS_ZENABLE = 0,
    D3DRS_ZFUNC = 4,
    D3DRS_ZWRITEENABLE = 0,
    D3DRS_ALPHABLENDENABLE = 0,
    D3DRS_CULLMODE = 1,
    D3DRS_COLORWRITEENABLE = 15,
    D3DRS_COLORWRITEENABLE1 = 15,
    D3DRS_COLORWRITEENABLE2 = 15,
    D3DRS_STENCILENABLE = 0,
    D3DRS_STENCILFUNC = 1,
    D3DRS_STENCILFAIL = 1,
    D3DRS_STENCILMASK = 0,
    D3DRS_STENCILPASS = 1,
    D3DRS_STENCILREF = 0,
    D3DRS_STENCILWRITEMASK = 0,
    D3DRS_STENCILZFAIL = 1,
    D3DRS_DEPTHBIAS = 0,
    D3DRS_SLOPESCALEDEPTHBIAS = 0,
    D3DRS_FOGENABLE = 0,
    D3DRS_SPECULARENABLE = 0,
    D3DRS_ADAPTIVETESS_X = 0,
    D3DRS_ADAPTIVETESS_Z = 0,
    D3DRS_ADAPTIVETESS_W = 0,
    D3DRS_SRGBWRITEENABLE = 0,
    D3DRS_SEPARATEALPHABLENDENABLE = 0,
    D3DRS_ALPHATESTENABLE = 0,
};
Sampler States
More info can be found on the Direct3D Docs
Sampler 0
enum D3DSAMPLERSTATETYPE {
    D3DSAMP_MIPMAPLODBIAS = 827606343,
    D3DSAMP_SRGBTEXTURE = 0,
    D3DSAMP_ADDRESSU = 3,
    D3DSAMP_ADDRESSV = 3,
    D3DSAMP_MAGFILTER = 2,
    D3DSAMP_MINFILTER = 2,
    D3DSAMP_MIPFILTER = 2,
};
Shaders
Vertex Shader
column_major float4x4 view_proj_matrix : register(vs_3_0, c0);
struct VertexMain_Input
{
    float4 position : POSITION;
    float4 texcoord : TEXCOORD;
};
struct VertexMain_Output
{
    float4 position : POSITION;
    float2 texcoord : TEXCOORD;
};
VertexMain_Output VertexMain(VertexMain_Input i)
{
    VertexMain_Output o;
    // def c4, 1, 0, 0, 0
    // dcl_position v0
    // dcl_texcoord v1
    // dcl_position o0
    // dcl_texcoord o1.xy
    // dp4 o0.x, v0, c0
    o.position.x = dot(i.position, (view_proj_matrix._m00_m10_m20_m30));
    // dp4 o0.y, v0, c1
    o.position.y = dot(i.position, (view_proj_matrix._m01_m11_m21_m31));
    // dp4 o0.w, v0, c3
    o.position.w = dot(i.position, (view_proj_matrix._m03_m13_m23_m33));
    // mov o0.z, c4.x
    o.position.z = float1(1);
    // mov o1.xy, v1
    o.texcoord = i.texcoord;
    // 
    return o;
}
Decompiled by DXDecompiler.
Pixel Shader
sampler2D diffuse_texture : register(ps_3_0, s0);
float3 render_target_size : register(ps_3_0, c0);
float4 PixelMain(float2 texcoord : TEXCOORD) : COLOR
{
    float4 out_color;
    float4 temp0, temp1, temp2;
    // def c1, 0, 0, -1.5, 1
    // def c2, 0.0625, 0, 0, 0
    // defi i0, 4, 0, 0, 0
    // dcl_texcoord v0.xy
    // dcl_2d s0
    // rcp r0.x, c0.x
    temp0.x = 1.0f / render_target_size.x;
    // rcp r0.y, c0.y
    temp0.y = 1.0f / render_target_size.y;
    // mov r0.zw, c1.y
    temp0.zw = float2(0, 0);
    // rep i0
    for (int it0 = 0; it0 < int1(4); ++it0) {
        // add r1.z, r0.w, c1.z
        temp1.z = temp0.w + float1(-1.5);
        // mov r1.x, r0.z
        temp1.x = temp0.z;
        // mov r1.y, c1.y
        temp1.y = float1(0);
        // rep i0
        for (int it1 = 0; it1 < int1(4); ++it1) {
            // add r1.yw, r1.y, c1.xwzz
            temp1.yw = temp1.yy + float2(1, -1.5);
            // mad r2.xy, r1.zwzw, r0, v0
            temp2.xy = temp1.zw * temp0.xy + texcoord.xy;
            // texld r2, r2, s0
            temp2 = tex2D(diffuse_texture, temp2.xy);
            // add r1.x, r1.x, r2.x
            temp1.x = temp1.x + temp2.x;
            // endrep
        }
        // mov r0.z, r1.x
        temp0.z = temp1.x;
        // add r0.w, r0.w, c1.w
        temp0.w = temp0.w + float1(1);
        // endrep
    }
    // mul oC0, r0.z, c2.x
    out_color = temp0.z * float4(0.0625, 0.0625, 0.0625, 0.0625);
    // 
    return out_color;
}
Decompiled by DXDecompiler.